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    Global Gaming Market 2018-2022

    Global Gaming Market 2018-2022

    • Report Code ID: RW00011564806
    • Category Gaming
    • No. of Pages 136
    • Publication Month Feb-18
    • Publisher Name Infiniti Research
    About Gaming

    This report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. The report explains the market with a detailed forecast of its revenue. To calculate the market size, the report considers the revenue generated from the gaming types that include casual and professional gaming.

    Publisher's analysts forecast the global gaming market to grow at a CAGR of 6.94% during the period 2018-2022.

    Covered in this report
    The report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

    The market is divided into the following segments based on geography:
    -Americas
    -APAC
    -EMEA

    Publisher's report, Global Gaming Market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

    Key vendors
    -Activision Blizzard
    -Electronic Arts
    -Microsoft
    -NetEase
    -Sony
    -Tencent

    Market driver
    -Growing adoption of AR/VR gaming
    -For a full, detailed list, view our report

    Market challenge
    -High cost of latest game applications
    -For a full, detailed list, view our report

    Market trend
    -Emergence of free-to-play gaming for console platform
    -For a full, detailed list, view our report

    Key questions answered in this report
    -What will the market size be in 2022 and what will the growth rate be-
    -What are the key market trends-
    -What is driving this market-
    -What are the challenges to market growth-
    -Who are the key vendors in this market space-

    You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.
    Table of Contents
    PART 01: EXECUTIVE SUMMARY
    PART 02: SCOPE OF THE REPORT
    PART 03: RESEARCH METHODOLOGY
    PART 04: MARKET LANDSCAPE
    -Market ecosystem
    -Market characteristics
    -Market segmentation analysis
    PART 05: MARKET SIZING
    -Market definition
    -Market sizing 2017
    -Market size and forecast 2017-2022
    PART 06: FIVE FORCES ANALYSIS
    -Bargaining power of buyers
    -Bargaining power of suppliers
    -Threat of new entrants
    -Threat of substitutes
    -Threat of rivalry
    -Market condition
    PART 07: MARKET SEGMENTATION BY DEVICE
    -Segmentation by device
    -Comparison by device
    -Console gaming-Market size and forecast 2017-2022
    -Mobile gaming-Market size and forecast 2017-2022
    -PC gaming-Market size and forecast 2017-2022
    -Market opportunity by device
    PART 08: MARKET SEGMENTATION BY PLATFORM
    -Segmentation by platform
    -Comparison by platform
    -Online gaming-Market size and forecast 2017-2022
    -Offline gaming-Market size and forecast 2017-2022
    -Market opportunity by platform
    PART 09: MARKET SEGMENTATION BY TYPE
    -Segmentation by type
    -Comparison by type
    -Casual gaming-Market size and forecast 2017-2022
    -Professional gaming-Market size and forecast 2017-2022
    -Market opportunity by type
    PART 10: CUSTOMER LANDSCAPE
    PART 11: BUYING CRITERIA
    -Buying criteria of gaming
    PART 12: REGIONAL LANDSCAPE
    -Geographical segmentation
    -Regional comparison
    -APAC-Market size and forecast 2017-2022
    -Americas-Market size and forecast 2017-2022
    -EMEA-Market size and forecast 2017-2022
    -Key leading countries
    -Market opportunity
    PART 13: DECISION FRAMEWORK
    PART 14: DRIVERS AND CHALLENGES
    -Market drivers
    -Market challenges
    PART 15: MARKET TRENDS
    PART 16: VENDOR LANDSCAPE
    -Overview
    -Landscape disruption
    -Competitive scenario
    PART 17: VENDOR ANALYSIS
    -Vendors covered
    -Vendor classification
    -Market positioning of vendors
    -Activision Blizzard
    -Electronic Arts
    -Microsoft
    -NetEase
    -Sony
    -Tencent
    PART 18: APPENDIX
    -List of abbreviations
    List of Exhibits
    Exhibit 01: Parent market
    Exhibit 02: Global gaming market
    Exhibit 03: Market characteristics
    Exhibit 04: Market segments
    Exhibit 05: Market definition-Inclusions and exclusions checklist
    Exhibit 06: Market size 2017
    Exhibit 07: Validation techniques employed for market sizing 2017
    Exhibit 08: Global-Market size and forecast 2017-2022 ($ bn)
    Exhibit 09: Global-Year over year growth 2018-2022 (%)
    Exhibit 10: Five forces analysis 2017
    Exhibit 11: Five forces analysis 2022
    Exhibit 12: Bargaining power of buyers
    Exhibit 13: Bargaining power of suppliers
    Exhibit 14: Threat of new entrants
    Exhibit 15: Threat of substitutes
    Exhibit 16: Threat of rivalry
    Exhibit 17: Market condition-Five forces 2017
    Exhibit 18: Device-Market share 2017-2022 (%)
    Exhibit 19: Comparison by device
    Exhibit 20: Console gaming-Market size and forecast 2017-2022 ($ bn)
    Exhibit 21: Console gaming-Market share 2017 and 2022 (%)
    Exhibit 22: Console gaming-Year over year growth 2018-2022 (%)
    Exhibit 23: Mobile gaming-Market size and forecast 2017-2022 ($ bn)
    Exhibit 24: Mobile gaming-Market share 2017 and 2022 (%)
    Exhibit 25: Mobile gaming-Year over year growth 2018-2022 (%)
    Exhibit 26: PC gaming-Market size and forecast 2017-2022 ($ bn)
    Exhibit 27: PC gaming-Market share 2017 and 2022 (%)
    Exhibit 28: PC gaming-Year over year growth 2018-2022 (%)
    Exhibit 29: Market opportunity by device
    Exhibit 30: Platform-Market share 2017-2022 (%)
    Exhibit 31: Comparison by platform
    Exhibit 32: Online gaming-Market size and forecast 2017-2022 ($ bn)
    Exhibit 33: Online gaming-Year over year growth 2018-2022 (%)
    Exhibit 34: Offline gaming-Market size and forecast 2017-2022 ($ bn)
    Exhibit 35: Offline gaming-Year over year growth 2018-2022 (%)
    Exhibit 36: Market opportunity by platform
    Exhibit 37: Type-Market share 2017-2022 (%)
    Exhibit 38: Comparison by type
    Exhibit 39: Casual gaming-Market size and forecast 2017-2022 ($ bn)
    Exhibit 40: Casual gaming-Year over year growth 2018-2022 (%)
    Exhibit 41: Professional gaming-Market size and forecast 2017-2022 ($ bn)
    Exhibit 42: Professional gaming-Year over year growth 2018-2022 (%)
    Exhibit 43: Market opportunity by type
    Exhibit 44: Customer landscape
    Exhibit 45: Global-Market share by geography 2017-2022 (%)
    Exhibit 46: Regional comparison
    Exhibit 47: APAC-Market size and forecast 2017-2022 ($ bn)
    Exhibit 48: APAC-Year over year growth 2018-2022 (%)
    Exhibit 49: Top 3 countries in APAC
    Exhibit 50: Americas-Market size and forecast 2017-2022 ($ bn)
    Exhibit 51: Americas-Market share 2017 and 2022 (%)
    Exhibit 52: Americas-Year over year growth 2018-2022 (%)
    Exhibit 53: Top 3 countries in Americas
    Exhibit 54: EMEA-Market size and forecast 2017-2022 ($ bn)
    Exhibit 55: EMEA-Year over year growth 2018-2022 (%)
    Exhibit 56: EMEA-Market share 2017 and 2022 (%)
    Exhibit 57: Top 3 countries in EMEA
    Exhibit 58: Key leading countries
    Exhibit 59: Market opportunity
    Exhibit 60: Vendor landscape
    Exhibit 61: Landscape disruption
    Exhibit 62: Vendors covered
    Exhibit 63: Vendor classification
    Exhibit 64: Market positioning of vendors
    Exhibit 65: Vendor overview
    Exhibit 66: Activision Blizzard-Business segments
    Exhibit 67: Activision Blizzard-Organizational developments
    Exhibit 68: Activision Blizzard-Geographic focus
    Exhibit 69: Activision Blizzard-Segment focus
    Exhibit 70: Activision Blizzard-Key offerings
    Exhibit 71: Vendor overview
    Exhibit 72: Electronic Arts-Business segments
    Exhibit 73: Electronic Arts-Organizational development
    Exhibit 74: Electronic Arts-Geographic focus
    Exhibit 75: Electronic Arts-Segment focus
    Exhibit 76: Electronic Arts-Key offerings
    Exhibit 77: Vendor overview
    Exhibit 78: Microsoft-Business segments
    Exhibit 79: Microsoft-Organizational developments
    Exhibit 80: Microsoft-Geographic focus
    Exhibit 81: Microsoft-Segment focus
    Exhibit 82: Microsoft-Key offerings
    Exhibit 83: Vendor overview
    Exhibit 84: NetEase-Business segments
    Exhibit 85: NetEase-Organizational developments
    Exhibit 86: NetEase-Geographic focus
    Exhibit 87: NetEase-Segment focus
    Exhibit 88: NetEase-Key offerings
    Exhibit 89: Vendor overview
    Exhibit 90: Sony-Business segments
    Exhibit 91: Sony-Organizational developments
    Exhibit 92: Sony-Geographic focus
    Exhibit 93: Sony-Segment focus
    Exhibit 94: Sony-Key offerings
    Exhibit 95: Vendor overview
    Exhibit 96: Tencent-Business segments
    Exhibit 97: Tencent-Organizational developments
    Exhibit 98: Tencent-Geographic focus
    Exhibit 99: Tencent-Segment focus
    Exhibit 100: Tencent-Key offerings
    Activision Blizzard
    Electronic Arts
    Microsoft
    NetEase
    Sony
    and Tencent.

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